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Split remaining z_camera files (#98)
* split func_800473A0.s * split func_80051B3C.s * split func_80054478 * split func_8004B5A0, match a few functions * rename Matrix_TranslateThenRotateZYX to Matrix_RotateRPYf (#96) * rename Matrix_TranslateThenRotateZYX to Matrix_RotateRPYf * rename Matrix_RotateRPYf to Matrix_JointPosition * rename Matrix_RotateZYX to Matrix_RotateRPY * extract camera floats, and jump tables * decompile baby functions priv_wip wip * rename struct_80045714 to VecSph
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58e38276c6
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61 changed files with 16903 additions and 16217 deletions
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@ -232,7 +232,7 @@ void Gameplay_Init(GlobalContext* globalCtx) {
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}
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globalCtx->cameraPtrs[0] = &globalCtx->cameras[0];
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globalCtx->cameraPtrs[0]->unk_130 = 0;
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globalCtx->cameraPtrs[0]->uid = 0;
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globalCtx->activeCamera = 0;
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func_8005AC48(&globalCtx->cameras[0], 0xFF);
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func_800A9D28(globalCtx, &globalCtx->sub_1F74);
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@ -1719,7 +1719,7 @@ s16 func_800C09A4(GlobalContext* globalCtx, s16 camId) {
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Camera* camera = globalCtx->cameraPtrs[camId];
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if (camera != NULL) {
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return camera->unk_130;
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return camera->uid;
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} else {
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return -1;
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}
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@ -1730,9 +1730,9 @@ s16 func_800C09D8(GlobalContext* globalCtx, s16 camId, s16 arg2) {
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if (camera != NULL) {
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return 0;
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} else if (camera->unk_130 != arg2) {
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} else if (camera->uid != arg2) {
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return 0;
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} else if (camera->unk_140 != 7) {
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} else if (camera->status != 7) {
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return 2;
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} else {
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return 1;
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